I can't wait to see this in person. I always figured 120hz would solve the stuttering problems at <60fps, since the each refresh is half as long. It just isn't the case, and even worse, a shaky frame rate between 80-90fps looks far worse than 60 locked...because it clearly stutters. I've had to resort to manually changing my refresh rate to 60hz if a game cant maintain 120, just so I can keep it locked.
With G-sync, 58fps is basically just as good as 60fps. Before it becomes either a tearing mess with vsync off, drops down all the way to 30 with double buffered vsync, or stutters like crazy with triple buffered vsync. I'm much more comfortable raising graphics settings knowing that a minor dip isn't going to cause one of the above issues....and it should have perfect input lag to boot.
I think what this really needs to seal the deal though, is a game that's aware of g-sync, and has a variable strength motion blur. The amount of motion blur should be tied to the current frame rate - the lower the frame rate, the more motion blur should be applied, since there's a longer time period between frames. Done right, drops in performance would be experienced as little more than an increase in motion blur, but it should still appear super smooth to the eye, even at much lower frame rates than 60. That's going to make a constantly shifting frame rate much more palatable.